Claeyt wrote:So new players, starting now, should never be able to get Lucky?

I keep saying it and a dev still hasn't answered this: Why keep blindfolds and hankies as inspirationals at all if their cost is so much more than their worth as inspirationals? Why not make them better inspirations if you make their cost so much more?

No, Lucky is something you shouldn't be trying to get until you are an old player, with probably almost all the other skills already done.

Why not keep them inspirationals? What kind of stupid question is that? "Oh, I don't like it so let's just delete it." There's no reason to remove that status for anyone who wants to keep using them, who sees them still as usable.

You still haven't made any good argument for how these things should be rebalanced. I think I saw someone ELSE ask that they be x2, maybe that's reasonable and I can ask John what he thinks. Otherwise, you've made your position clear that you want them to be 'better' and you want to complain about it as much as possible, but you have no clue what you actually want. :/ So please shut up now.

Claeyt wrote:So new players, starting now, should never be able to get Lucky?

I find it weird that you care about something as luxurious as Lucky, yet when they made the phlegm costs of mining skyrocket you didn't give a **** and said people will have to just get over it.

The only way claeyt keeps relevant here is to ***** about the littlest thing possible to get people riled up. Notice how as soon as his ban was up he started 4 different fights in 4 different threads? Guy is a total joke. PM meow when he does this stuff with his trolling and derails instead of feeding into his mental illness. The more feedback she gets from the community the faster she can take steps to drain the swamp.

Each loaded map tile performs a random decay roll, probably, and stuff in the area roll either a yes or a no to the decay tick. Not sure if unloading forces a final decay tick roll or if stumps/logs use different mechanics, but that seems to be the gist of it. That way only loaded stuff takes up processing time.

Chrumps wrote:It should be possible to keep "most recent unload time" value for each map tile and upon tile loading apply appropriate amount of decay hits to all objects on the tile based on the time difference.

Enemy murders alts at your doorstep, you never unload maps, you never get fruit, nuts, log spawns :\ Could be tweaked i guess with a hybrid system but idk if either your solution or the tweak it'd need would be too taxing on the server. Seems like a possible step in the right direction though. Also can people stop posting in this thread it makes my heart jump seeing a thread by carver on top then makes my heart drop again when it's the one from december

lachlaan wrote:Enemy murders alts at your doorstep, you never unload maps, you never get fruit, nuts, log spawns

I did not say to remove current decay mechanics. I suggested a workaround to compensate for missing decay hits when the map is not loaded. Leaving a dead alt would change nothing (assuming that probabilities are balanced as they should be).